MAD MAX "LOST LANDS"
2 Day Paintball Event Produced by Red Feather Paintball
Pre-registration 2 day entry (closes August 8) - $60 2 day walk-on entry - $70 1 day walk-on entry - $50
Event Paint only (shooting GI premier) $65/ case - Event day price $60/ case - Pre reg price
FSR are welcome but FIELD PAINT ONLY PB Sports will be onsite, contact them ahead of time to have items brought to the game!
Pre-registration gets you:
- Admission to all weekend activities including Saturday night game
- Air
- One raffle ticket
rental gear package - $15/ day
Mad Max: “XI” August 15th & 16th, 2026
All life fades, vision dims. All that remains are memories. We remember a time of chaos, ruined dreams, this wasted land. Most of all, we remember a civilized time when the world was powered by black fuel, and the desert sprung great cities of pipe and steel. Gone now, swept away. For reasons long forgotten, two mighty warrior tribes went to war and touched off a blaze which engulfed them all. Without fuel, they were nothing. They’d built a house of straw. Suddenly, their machines sputtered and stopped. Their leaders talked and talked and talked, but nothing could stem the avalanche. Their world crumbled. Cities exploded. A whirlwind of looting and a firestorm of fear. Men began to feed on men. On the roads, it was a white-line nightmare. Only those mobile enough to scavenge, brutal enough to pillage, would survive. The gangs took over the highways, waging war for a tank of juice. Good brave people were battered and smashed. People like Rigo and Terry, who once ruled the highways in the name of the law. With the roar of an engine, they lost everything. They now wander out into the wasteland, and here they would learn, amid the dark wreckage, that the fire which burns in the heart of man will endure. Hope survives.
This wasteland is relentless…
The ongoing struggle of power between Gastown and Bullet Farm is stripping the land down to nothing. All the resources plundered, survivors killed or enslaved, and all the war machines are starting to slowly run out of fuel. Bullet Farm, the current dominating tribe in the wasteland, has ruled the wasteland with an iron fist for some years now, but resources are low, and Gas Town is getting desperate for a change of leadership in the wasteland. Lurking in the shadows on the other side of the wasteland, another tribe can sense the weakness and disparity of these two rival tribes: The Citadel! The Citadel long ago took over the other side of the wasteland all for themselves. Since Citadel had vanquished all their rivals, all the resources around them were easy targets for plunder. Armed with heavy weapons and thick armor, the Citadel tribe roams the wasteland looking for opportunities to profit off of other tribes' hardships by trading them plundered resources at a high price.
Team Starting Points/Insertion Points Teams will switch sides every section Jessica Schneider & Red Team “Gastown” – Gas Works Territory 1st Section Ammo Field Territory 2nd Section Gas Works Territory 3rd Section
Terry Lee & Blue Team “Bullet Farm” – Ammo Field Territory 1st Section Gas Works Territory 2nd Section Ammo Field Territory 3rd Section
EVENT SCHEDULE
Saturday 8:00 am – Services open 10:00 am – Game briefing 11:00 am – 2:00 pm – Section 1 2:00 pm – 3:00 pm – Lunch break 3:00 pm – 6:00 pm – Section 2 7:30 pm – Night Melee Briefing 8:00 pm – 9:00 pm – Night Melee
Sunday 8:00 am – Services open 10:00 am – 1:00 pm – Section 3 1:00 pm – 2:00 pm – Reload for Final Battle 2:00 pm – 2:30 pm – FINAL BATTLE Awards and prizes
Team Marking Tape
You must wear team marking tape in your team color on the front and back of your mask, ensuring that at least 4 inches of ribbon is visible on both the front and back:
- RED tape is for Gas Town
- BLUE tape is for Bullet Farm
In addition to their team marking tape, players in these roles must wear that role’s marking tape on both arms:
- WHITE tape is for Medics
- GREEN tape is for Young Guns
- YELLOW tape is for Role-Players
Field Speed/Firing Modes
- 270fps (All Markers and vehicles)
- 160fps (Law rockets)
- 12.5bps max
- All firing modes (under 12.5bps)
- First strike rounds FIELD PAINT ONLY for this event.
First Strike Regulations
- If your gun is capable of shooting First Strike – you MUST Chrono with them.
- 40ft minimum engagement distance.
- First strike players are encouraged to carry a sidearm.
- No First strike rounds allowed inside buildings (40ft MED)
- You can shoot out of the building from inside; however, no CQB shots are allowed with First Strikes.
Summary The game will consist of 3 main sections where both teams must fight over 3 different resources: Fuel, Water, and Ammo, on 5 different territories around the field. During this time, there will be 50 Grab props for each resource (150 total) placed around the field before the start of each section. Meanwhile, while the Scavengers fight on, every 30 minutes each commander will get timed missions to complete for resources. These missions are split up into 3 different resource missions (Fuel, Water, or Ammo). Every half hour, the commander may only choose to do 2 out of 3 resource missions, and the 3rd unpicked mission is destroyed. After the first two main sections, there will be a 1-hour Night time Melee Section. Day 2 will start off with the 3rd main section of gameplay, and after the 3rd section, there will be a 30-minute Final Battle! During the game, everything will be scored in 3 different Resource tables: Fuel, Water, and Ammo. The team with the highest 2 out of 3 Resource Tables ensures their survival! At least for a little longer...
Thunderdome During Sections 1, 2, and 3, each team will send one player each to “The Thunderdome” to battle it out 1vs1. Each player will start with NO WEAPON!! Weapons will be scattered across the Thunderdome for them to find and use. Two players enter, and one player leaves. The winner will bring back a whole mission's worth of points for their Clan.
The Citadel Each team has the chance to head over to the Citadel to interact with the town’s NPCs to trade for goods or services. However, ALWAYS remember the Citadel has its own agenda and won't help you for free.
The Wheel of Fate Every hour, each team may send someone to spin the “Wheel of Fate.” Wherever the Wheel of Fate lands, the player must choose either to accept their fate and accomplish it to earn points for their team or to chicken out and go back to their team empty-handed.
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